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Topic Closednew diplo quests

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GM Stormcrow View Drop Down
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Direct Link To This Post Topic: new diplo quests
    Posted: 11 May 2010 at 22:05
You're welcome, bow.

And just to finally clarify; we try to write efficient code that (hopefully) takes into account the unforeseen.

So what it tried to do (in your case) is to find a nearby city within a certain radius. 

Failing to find one, it tried again on an expanded radius, and then again etc.

Until it reached a point where the code said:
"Sod this for a game of soldiers, I'm not searching the *entire* map for a set of valid cities beyond X radius away from this hermit, but I *need* to return a city to him - otherwise the quest will be entirely broken as it requires a target city as a basic minimum... so let's pick the first city I can think of, which happens to be the nearest one to the center of the map."

As I say, it's now changed.  But you still won't necessarily be getting the nearest city to you, until the general population expands outwards sufficiently in your direction.


Edited by GM Stormcrow - 11 May 2010 at 22:06
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bow locks View Drop Down
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Direct Link To This Post Posted: 11 May 2010 at 19:20
Good evening, stormcrow.

I hope im not sounding argumentative since i think this subject is really dead. but since dan is at 0/2, then by definition, there should be around 25% of the population between him and me, thats how come i dont see he's the first eligible.  Must be an interesting algorithm.

sun is shining. its a great game, thanks for all your work. this is a tiny thing.

Bow
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Direct Link To This Post Posted: 11 May 2010 at 18:11
Originally posted by bow locks bow locks wrote:


windysparrow (yes, i'm narked, my friend Wink) informed me this distance was intentional punishment mechanics cos i was so far away, but i dont see how that can be programmed without the rest of you being similarly in danger of huge distances.


Um, it's quite simple how this can be programmed.

The code chooses the city of the nearest player to you that is eligible for the quest.

If - by your choice - the nearest player to you is half the length of the map then, um, what can the quest do to make your life easier?  Randomly move players closer to you? Wink

All other players nearer the center of the map will, self-evidently, have a much wider choice of player cities to interact with.
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Direct Link To This Post Posted: 08 May 2010 at 22:34

Up-to-date every town I had to spy were 0 population.
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Direct Link To This Post Posted: 08 May 2010 at 22:04
Honestly, I am not happy spying other players especially those that are new players at that.  :(    Yes, there should be a warning if you launch anything at a NAP alliance.

Suggestion, if you want the quests to include spying on actual players then perhaps you should consider having inactive players as the target (those that haven't logged into the game in weeks). 

Add to the Suggestion Box a warning if you are about to launch on a NAP alliance.

Thanks!  :)
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Direct Link To This Post Posted: 08 May 2010 at 09:54
and now i have two totally seperate quests, both asking me to spy on the same empty square - baron and suspicions of treachery.
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Direct Link To This Post Posted: 07 May 2010 at 23:03
would be funny if somehow the quest makes you send spies to location: -3|-3
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Direct Link To This Post Posted: 07 May 2010 at 22:19
heheh,

i quite like rescendents reply.

now i see i have two new similar quests; one is to a blank square, the other is to another player.

maybe the gms are activity checking?

this could be a little cool after all.

why should i just click click on quests? the gms always promised more than just donkeys.

hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
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Direct Link To This Post Posted: 07 May 2010 at 20:58
Hehe; and this is just the level 2 quests :-)
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Direct Link To This Post Posted: 07 May 2010 at 20:45
A warning that you're about to launch on a NAP would be good and an option to fail to the mission if you don't want to spy the recipient would also be good.
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